JessicaLuvx Posted July 16, 2025 Posted July 16, 2025 These were questions i had specifically towards @traison. I have to share them for anyone who wants to trouble shoot and learn more. 1 hour ago, Jessica911 said: Hey there! I've seen you have been really active and helpful on loverslab, with all kinds of problems from people. You seem to be really knowledgeable about how to troubleshoot errors and crashes. I'm writing to you because i started modding Skyrim, particularly with a heavily adult playthrough in mind. I have modded skyrim in the past but only recently I decided to come back and try to do it better or "properly". I would like to ask you if my modlist is even compatible with the goal that i have for an adult playthrough. I tried to do a set up just a couple of weeks ago, but it was really unstable so i decided to go again from scratch. This time paying really close attention to Papyrus logs. Which i have to admit didn't really do in the past. Obviously using a Crash Logger as well if the game crashes. Started using the crash log analyzer sites like https://phostwood.github.io/crash-analyzer/skyrim.html and https://www.skyrimcrashdecoder.com/ to help me identify the problem mods, which was actually helpful in most cases. I'm not experienced at reading crash logs. I feel like my biggest progress from previous modding attempts is monitoring the papyrus logs and fixing everything that i can. I've come to a point where I'm about to start stacking LL mods on top of what i have now, but before i do that i need to be sure that papyrus is really calm. Ive managed to correct quite a few errors for now or straight up remove mods/tweak settings of mods so that Papyrus can stay calm. I also know that it can be really noisy about small things that dont have an impact on the game, which is mostly why i never payed attention to it in the past. What i cannot fix on my own. [07/16/2025 - 06:45:54PM] error: Native static function DetachMesh could find no matching static function on linked type NiOverride. Function will not be bound. [07/16/2025 - 06:45:54PM] error: Native static function AttachMesh could find no matching static function on linked type NiOverride. Function will not be bound. [07/16/2025 - 06:45:54PM] error: Native static function GetNodeTransformScaleMode does not match existing signature on linked type NiOverride. Function will not be bound. [07/16/2025 - 06:45:54PM] error: Native static function GetCachedMorphNames could find no matching static function on linked type NiOverride. Function will not be bound. These are some Racemenu errors which i have no idea what they mean or how serious they actually are. [07/16/2025 - 06:45:13PM] Cannot open store for class "MAG_BlessingStorageScript", missing file? This appeared pretty early in my setup, which I could have fixed it easily, because it was early on, but i didn't fix it right away which is my bad. These are the latest warnings/errors, which are mostly after i installed CACO and CCOR. There is also something which i feel like its pretty important: [07/16/2025 - 06:45:51PM] warning: Property WMFFUpdateQueue on script wmffcontrolquestscript attached to CACO_WMFFControlQuest (40010065) cannot be initialized because the script no longer contains that property [07/16/2025 - 06:45:51PM] warning: Property WMFFControlQuest on script CACO_AltFloraScript attached to (00107B8A) cannot be initialized because the script no longer contains that property [07/16/2025 - 06:45:51PM] warning: Property WMFFControlQuest on script CACO_AltFloraScript attached to (21006469) cannot be initialized because the script no longer contains that property [07/16/2025 - 06:45:51PM] warning: Property WMFFControlQuest on script CACO_AltFloraScript attached to (001078F8) cannot be initialized because the script no longer contains that property [07/16/2025 - 06:45:51PM] warning: Property MCM_CCOSilverWeaponPerk on script CCO_MCMScript attached to CCO_MCMStartupQuest_V2 (4137A1CC) cannot be initialized because the script no longer contains that property [07/16/2025 - 06:45:54PM] Error: Cannot call SetWorkbenchKeyword() on a None object, aborting function call stack: [alias CACOPlayerAlias on quest CACO_MainQuest (400A2A3F)].CACO_PlayerLoadGameAlias.RunModCheck() - "CACO_PlayerLoadGameAlias.psc" Line 370 [alias CACOPlayerAlias on quest CACO_MainQuest (400A2A3F)].CACO_PlayerLoadGameAlias.OnPlayerLoadGame() - "CACO_PlayerLoadGameAlias.psc" Line 201 [07/16/2025 - 06:46:53PM] Error: Cannot call SetValue() on a None object, aborting function call stack: [alias PlayerAlias on quest CCO_MCMStartupQuest_V2 (4137A1CC)].CCO_PlayerAliasScript.RunModCheck() - "CCO_PlayerAliasScript.psc" Line 260 [alias PlayerAlias on quest CCO_MCMStartupQuest_V2 (4137A1CC)].CCO_PlayerAliasScript.OnInit() - "CCO_PlayerAliasScript.psc" Line 84 [07/16/2025 - 06:47:27PM] Error: Cannot call SetValue() on a None object, aborting function call stack: [alias PlayerAlias on quest CCO_MCMStartupQuest_V2 (4137A1CC)].CCO_PlayerAliasScript.RunModCheck() - "CCO_PlayerAliasScript.psc" Line 260 [alias PlayerAlias on quest CCO_MCMStartupQuest_V2 (4137A1CC)].CCO_PlayerAliasScript.OnPlayerLoadGame() - "CCO_PlayerAliasScript.psc" Line 101 Occasionally i get some errors related to Conditional Expressions, but i feel like they could be benign. Rarely happens. These are mostly what i think the errors that have to be addressed before i start stacking LL mods. Whats left to add before LL is some survival mechanics, like Sunhelm or something similar, for better compatibility. For the LL mods, that i really would like to use: SexLab+, DD, DCL (mostly for the good quests, and prison), Defeat (bane edition)/could be something even better, but i think that worked best in my last tests (tried Naked Defeat as comparison), OSL Aroused, Adv Nudity Detection, SexLab Survival (this one kinda impressed me a lot, probably because i didn't know about it until a couple of weeks ago), Simple Slavery and some of the scenarios there like - Devious Chidna, Become a Blacksmith, maybe Treasure Hunter Whore, possibly others. My game version is the latest from Steam - 1.6.1170 Here you can check out my Mod order - https://pastebin.com/3cHMxJNX Here I'll share a Papyrus log from a test that i just did, just in case you manage to spot something else important - https://pastebin.com/1itdEMX8 The test is: Alternate Life room - Choosing the Vanilla start option - going through Helgen - into Riverwood - ends after i speak with the locals and getting a free room to stay in together with Ralof. Selected the Warrior standing stone on the way to Riverwood. Harvested a plant on the way too. I choose to do the vanilla start as it is heavily scripted, not sure if its a good benchmark, but everything went butter smooth, scripted events on the start, animations were playing properly, smooth experience through helgen keep. However i see in this log there are a few other entries that i would like to know about and importantly, which of them i have to fix and are there any benign errors that i should ignore. I feel like i need to apologize for being intrusive with these papyrus logs and errors for our first meet, but after seeing you help people every time i try to find a solution to a problem made me think about asking for your advice. The last week or so, ive been going over and over on how to ask politely about this. Please, I need your help! This is the last hurdle before adding LL mods, and i would be extremely grateful if you share your input on how things are going. Thank you so much for your time Jessica911/Luvx Here is the follow up. 35 minutes ago, traison said: 1 hour ago, Jessica911 said: Native static function GetCachedMorphNames could find no matching static function on linked type NiOverride. Means the dll is providing a function that could not be found in NiOverride.pex, or the other way around. So first thing to check would be that the dll that provides the functions for NiOverride.pex is provided by the same mod as the NiOverride.pex script. If they're both from the same mod, then I would assume the mod author just messed up. If the load order is fine, I wouldn't fix this, but this is definitely something that you should keep in mind because at any point down the line: next week, a year from now, you might install a mod that uses one of these missing functions. 1 hour ago, Jessica911 said: Cannot open store for class "MAG_BlessingStorageScript", missing file? A couple of reasons for these: A mod was removed mid-playthrough. A mod was incorrectly installed, i.e. a dependency is missing or the install failed in some other way. Maybe the FOMOD installer is configured incorrectly and missed a file because of the options you picked. The mod author forgot to remove the reference after refactoring. If you don't know which mod is requesting that file, the fastest way to find it would be with a tool like Notepad++ searching through all esl, esp and esm files for that script name. When you know where its coming from, open the install archive in a tool like 7Zip and go through the folders by hand. See if you can find that file. If the file doesn't exist, then there's 2 options: Document it (like with the NiOverride problem above), ignore it for now and hope for the best. Analyze the other scripts in this mod to see if they ever reference this script in any way. Is it actually being used or not. If its not used anywhere, you can remove the reference easily with xEdit. 1 hour ago, Jessica911 said: Property WMFFUpdateQueue on script wmffcontrolquestscript attached to CACO_WMFFControlQuest (40010065) cannot be initialized because the script no longer contains that property The plugin that defines the object to which wmffcontrolquestscript is attached has a value defined for a property that the script no longer has. Typically this is the result of mod authors not cleaning up properly after refactoring. Easy to fix, safe to ignore. Open xEdit, don't change the load order. Find CACO_WMFFControlQuest or browse to it directly with its form id 40010065. Find where it references wmffcontrolquestscript and go through its properly list until you find WMFFUpdateQueue. Delete the property entry entirely. 1 hour ago, Jessica911 said: Error: Cannot call SetWorkbenchKeyword() on a None object Safe to ignore, and sometimes can't be avoided because of race conditions. I'd perhaps try to fix this myself with a None check if its being spammed excessively, if only to keep the Papyrus log cleaner to make debugging other problems easier. 1 hour ago, Jessica911 said: SexLab+ This one removes essential functions from SL. If you use it, make sure every single SL mod you install is specifically made for it, otherwise nothing will work: SLAL won't register animations, and SL scenes won't start. I guess people install this mod for its supposed performance gains. I'd say its far better to stick to the standard SL mod and install Papyrus Tweaks instead. PT allows you to increase the Papyrus ops budget, which easily 2x ,3x or why not 10x your Papyrus performance. The only thing to keep in mind when adjusting this is that it should never be done to make room for badly made mods. Increase it too much and spammy Papyrus scripts will start to eat into your FPS and general performance. 1 hour ago, Jessica911 said: Here you can check out my Mod order I do not comment on load orders. The reasons being that every mod on average has about a hundered files, and each of those files have an exponental amount of reasons to cause issues for every other mod you've installed. And the same goes for plugin record conflicts. I'd even suggest you take load order suggestions by mod authors as more of a guideline than a rule - everyone wants their mod to be loaded last to avoid issues with load orders. Obviously every mod can't be loaded last. The only things that know if your load order is fine or not is your mod manager, and xEdit. Everyone else can only guess. Your mod manager manages file conflicts. You need to decide which hat texture you want, which river pebble texture and so on. When issues arise you need to identify the mods that may be involved, and using your mod manager see if there's something getting overwritten that may be the issue. Take for instance the earlier NiOverride issue. Now that you know you have a potential problem with NiOverride, make sure you didn't install some mod that overwrote NiOverride.pex - it could be any hat or sword mod, never assume mods don't contain bloat or unexpected files. xEdit is a bit more complicated but the idea is pretty much the same. Records get overwritten in plugins, the last plugin to provide the record wins. xEdit will list all plugins altering a record as columns where you can easily drag-n-drop changes from one plugin to another. Rather than wasting your time going through everything beforehand, I'd recommend you just play the game until something breaks and then fix it. The first 15 characters will fail before Whiterun, sure, but the alternative is spending hours inspecging USSEP wondering if it overriding a field in the Iron Boots ARMA record is good or not. Skyrim is 90% modding, and 10% finding more reasons to mod. 1 hour ago, Jessica911 said: I choose to do the vanilla start as it is heavily scripted, not sure if its a good benchmark, but everything went butter smooth, scripted events on the start, animations were playing properly, smooth experience through helgen keep. Someone might say you're doing it wrong if the Helgen sequence works as intended. When the carriages ride upside down, Alduin is a no-show or the game crashes, that's when you know you're dealing with a modded Skyrim. Its notoriously touchy is what I'm saying. 1 hour ago, Jessica911 said: I feel like i need to apologize for being intrusive with these papyrus logs and errors Only reason why I don't particularily like PM's is because now there's no thread for others to learn and comment as well. There's no 2nd opinion, and nothing for future Googling people to read.
JessicaLuvx Posted July 16, 2025 Author Posted July 16, 2025 What i should have mentioned previously, about the NiOverride errors, is that they appeared right after i installed Racemenu. Removing Racemenu - no NiOverride errors. Installed Racemenu again, the the errors were there again. Will keep MAG_BlessingStorageScript in mind and follow your instructions to document and check if its used at all. (appears on every new game i start) I tried SL+ before (about 2 weeks ago). Used it for a while, mostly with Defeat (bane edition), and i think it was indeed faster on starting the animations and snappier in general compared to the vanilla SexLab, which i installed soon after to compare the experience given by the two. The problem i had with it was the controls and menus were really confusing but that's not new with mods . 9 minutes ago, Jessica911 said: PT allows you to increase the Papyrus ops budget, which easily 2x ,3x or why not 10x your Papyrus performance. The only thing to keep in mind when adjusting this is that it should never be done to make room for badly made mods. Increase it too much and spammy Papyrus scripts will start to eat into your FPS and general performance. I had already done this partly thanks @traison discussing it in other posts about increasing the OpsPerFrame. i think it was - Papyrus Tweaks NG.ini ;Maximum papyrus operations per frame. Higher number means better script performance on average ;Has a very minor impact on framerate, and varies from script to script. (Default: 500, Vanilla value: 100). Recommended Range: 100-2000. Set to 0 to disable iMaxOpsPerFrame = 2000 Increased it to 2000, because i wanted to play it safe. Even though i had just seen @traison's comment on him having it on 10k :D, also mentioning that its okay as long as your CPU can handle it or something like that. I shared my load order specifically if @traison thinks that there is something absolutely game breaking and has to be changed. In general i found a LL thread that had a very reasonable and logical to follow load order guide with Sex mods in mind: 18 minutes ago, Jessica911 said: Someone might say you're doing it wrong if the Helgen sequence works as intended. When the carriages ride upside down, Alduin is a no-show or the game crashes, that's when you know you're dealing with a modded Skyrim. Its notoriously touchy is what I'm saying. Exactly why i thought it could be a good benchmark for the mods i have up until that point. Just in my previous attempt at building a mod list, had many problems in that section (loosing control of character right after - the chopping block scene/alduin appears, many animations on characters from that scene were totally bugged and not playing/staying idle) Things like that. I dont know whats going to happen once i add the LL stack xD. I will follow your suggestions about the discussed errors @traison. Thank you one more time for your time! ❤️ 1
NymphoElf Posted July 16, 2025 Posted July 16, 2025 You're quite literally asking for the impossible. I don't think you can play any Bethesda title, modded or not, without SOME kind of error being generated. 4
Grey Cloud Posted July 16, 2025 Posted July 16, 2025 56 minutes ago, Jessica911 said: I would like to ask you if my modlist is even compatible with the goal that i have for an adult playthrough. Well an adult wouldn't install 400+ mods and then think about trouble-shooting. If you do things correctly there is no need to mess with Papyrus in order to get a stable game. Follow a guide. For SE https://www.loverslab.com/topic/136543-mod-organizer-2-other-tools-from-zero-to-hey-sexlab-is-working/ https://www.loverslab.com/topic/118460-skyrim-se-for-beginners-v-319-3bbb-hdt-smp-hph/ https://www.loverslab.com/topic/200681-skyrim-ae-for-beginners-v-2915-3ba-hdt-smp-hph-wip/ https://www.loverslab.com/topic/94228-se-compatibility-tracking-apr-23/ https://www.loverslab.com/topic/126227-sexlab-index-se/ 3
JessicaLuvx Posted July 16, 2025 Author Posted July 16, 2025 16 minutes ago, NymphoElf said: You're quite literally asking for the impossible. I don't think you can play any Bethesda title, modded or not, without SOME kind of error being generated. Yea, i know that. I'm just trying to separate the errors that are benign and the important so i can try to fix them. 14 minutes ago, Grey Cloud said: Well an adult wouldn't install 400+ mods and then think about trouble-shooting. If you do things correctly there is no need to mess with Papyrus in order to get a stable game. Follow a guide. For SE Maybe i should have been clearer when i say "I decided to go again from scratch. This time paying really close attention to Papyrus logs.". Pretty much, install a couple of mods, check in-game, see if the mod is working and check for errors if there are in the papyrus, is how i went about it. Read those guides and followed as much as i can.
NymphoElf Posted July 16, 2025 Posted July 16, 2025 31 minutes ago, JessicaLuvx said: Yea, i know that. I'm just trying to separate the errors that are benign and the important so i can try to fix them The ones that are benign and the ones that are critical can be unique to each load order. Therefore, it's next to impossible for anyone other than you (the one actually using the load order) to figure out what is and isn't important. Your time would be much better spent fixing errors that actually impact your gameplay experience and are something you actually notice while playing rather than worrying about everything the logs are telling you. If the log is showing an error but you can't actually find where/what the error is referring to, then odds are you shouldn't care in the first place. Therefore, if it doesn't SEEM broken, then it's probably not broken.
Grey Cloud Posted July 16, 2025 Posted July 16, 2025 8 minutes ago, NymphoElf said: Your time would be much better spent fixing errors that actually impact your gameplay experience and are something you actually notice while playing rather than worrying about everything the logs are telling you. 👍 1
JessicaLuvx Posted July 16, 2025 Author Posted July 16, 2025 7 minutes ago, NymphoElf said: Your time would be much better spent fixing errors that actually impact your gameplay experience and are something you actually notice while playing rather than worrying about everything the logs are telling you. If the log is showing an error but you can't actually find where/what the error is referring to, then odds are you shouldn't care in the first place. Therefore, if it doesn't SEEM broken, then it's probably not broken. Solid points! I just decided to go all in on the Papyrus logging and trying to make it as clean as possible, knowing very well that its really noisy about everything. I know i have to back off a little bit, but I was able to clear many errors from mods that i had configured incorrectly. Doing that made me understand why the mods were installed with the incorrect configuration, as well as keeping the log clean for further debugging when something inevitably happens. 22 minutes ago, NymphoElf said: The ones that are benign and the ones that are critical can be unique to each load order. Therefore, it's next to impossible for anyone other than you (the one actually using the load order) to figure out what is and isn't important. For me the key takeaway is what you say here. I appreciate what you are saying here! Btw, I played with both Advanced Nudity Detection and Sexual Fame Reloaded on previous test runs and i have to say they are just foine! I enjoyed them! 2
JessicaLuvx Posted July 16, 2025 Author Posted July 16, 2025 Okay, Ill try not to focus on Papyrus errors as much as I do now.
traison Posted July 16, 2025 Posted July 16, 2025 (edited) 59 minutes ago, NymphoElf said: Your time would be much better spent fixing errors that actually impact your gameplay experience and are something you actually notice while playing rather than worrying about everything the logs are telling you. I would say it does make sense though to do a sort of milestone where you try to get the game as perfect as possible, before then continuing installing everything shiny and "ruining" it again; or at least that's what I do. Whenver I think I finally got it right, I find some rock in the bushes behind Riften and think "hm this could be a bit less... grey", and a week later I'm rebuilding DynDOLOD because *everything* has changed. If for nothing else then just to try to minimize issues that crop up a year later, when you no longer have any idea which mod might have caused it. 1 hour ago, Grey Cloud said: If you do things correctly there is no need to mess with Papyrus in order to get a stable game. The default Papyrus ops budget is horribly gimped in SE/AE though; I mean its beyond reasonable. Even for purists, this is one place where I'd absolutely recommend not sticking to what Todd Howard thinks is best. Edit again: I see you're referring specifically to the Papyrus log, not Papyrus Tweaks etc. Edit: 26 minutes ago, JessicaLuvx said: Okay, Ill try not to focus on Papyrus errors as much as I do now. Even the CC content throws errors. You don't have to squish them all. Edited July 16, 2025 by traison 5
jfraser Posted July 16, 2025 Posted July 16, 2025 It would be impossible to squish them all but I applaud your drive! Setting things up already takes way too long, so i will not be following your fine example XD
NymphoElf Posted July 16, 2025 Posted July 16, 2025 52 minutes ago, JessicaLuvx said: Btw, I played with both Advanced Nudity Detection and Sexual Fame Reloaded on previous test runs and i have to say they are just foine! I enjoyed them! Glad you're enjoying them!
NymphoElf Posted July 16, 2025 Posted July 16, 2025 45 minutes ago, traison said: I would say it does make sense though to do a sort of milestone where you try to get the game as perfect as possible, before then continuing installing everything shiny and "ruining" it again; or at least that's what I do. Whenver I think I finally got it right, I find some rock in the bushes behind Riften and think "hm this could be a bit less... grey", and a week later I'm rebuilding DynDOLOD because *everything* has changed. If for nothing else then just to try to minimize issues that crop up a year later, when you no longer have any idea which mod might have caused it. I've done similar things with my game, and I can't help but feel we both suffer from a modding variant of "infinite scope creep". Eventually you just gotta be happy with what you have - flaws and all.
traison Posted July 16, 2025 Posted July 16, 2025 (edited) 28 minutes ago, NymphoElf said: I've done similar things with my game, and I can't help but feel we both suffer from a modding variant of "infinite scope creep". Eventually you just gotta be happy with what you have - flaws and all. The pursuit of perfection is never healthy. I see Skyrim a bit differently though. Skyrim to me is a reason to tinker with things. A reason to learn c++, assembly, audio manipulation, 3d modeling and whatever else. The reason why I'm on these forums is very much just to have an excuse to disassemble and debug things. If I create a happy customer or 2 in the process that's just bonus. Modding is the game to me. When I'm actually gaming, I grab a controller and play something that doesn't require more than 3 brain cells. Edit: So what I'm saying is, you guys go ahead and keep installing weird s**t so that I got something to do when I'm bored. 😆 Edited July 16, 2025 by traison 5
JessicaLuvx Posted July 17, 2025 Author Posted July 17, 2025 I still want to talk about the NiOverride error tho. So i switched to an earlier MO2 profile which had only texture mods installed. I started the game and there were no NiOverride errors. Enabled Racemenu from the mod list, and the errors appeared. I then also removed everything with the exception of Racemenu, so it was: Skyrim base game, CC content + Racemenu. The errors are still present even with Racemenu only installed. Just sharing what i observed.
JessicaLuvx Posted July 17, 2025 Author Posted July 17, 2025 57 minutes ago, traison said: Skyrim to me is a reason to tinker with things. A reason to learn c++, assembly, audio manipulation, 3d modeling and whatever else. I can agree. Yesterday for example I decided to learn how to convert an outfit from one body type to another for the first time ever since i started modding Fallout/Skyrim. I always relied on having the outfits be converted already. But then i got my hands on a beautiful outfit from Dint999, which of course was not available for my BHUNP set up. So i spent pretty much a whole day figuring out and learning how convert outfits in Outfit Studio. The whole process was enjoyable although i was unable to succeed with the conversion. The outfit has animations which i have no idea how to preserve after the conversion. I guess converting an outfit with animations is a pretty tall task for a first time conversion attempt.
traison Posted July 17, 2025 Posted July 17, 2025 (edited) 34 minutes ago, JessicaLuvx said: The errors are still present even with Racemenu only installed. I get them too. The function declarations are missing from NiOverride.pex. Gonna need the source code for RaceMenu to figure out what they're supposed to be. Ignore for now. Edited July 17, 2025 by traison
traison Posted July 17, 2025 Posted July 17, 2025 (edited) Actually, found the source code for RM. Here's the missing function declarations. Add them to NiOverride.psc and compile it: bool Function DetachMesh(ObjectReference a, bool b, string c) native global bool Function AttachMesh(ObjectReference a, bool b, string c, string d, bool e, string[] f) native global string[] Function GetCachedMorphNames() native global GetNodeTransformScaleMode is already declared, but the signature is wrong. This should be correct: int Function GetNodeTransformScaleMode(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global Completely pointless obviously, no one is using these functions. Also, not tested. Edit: Tested, works. Edited November 11, 2025 by traison
JessicaLuvx Posted July 17, 2025 Author Posted July 17, 2025 (edited) 11 hours ago, traison said: Completely pointless obviously, no one is using these functions. Also, not tested. Edit: Tested, works. You are a machine! So now i have to guess how to recompile the NiOverride.psc script with those missing functions xd. Seems a bit to complicated when i have never done this. I cant find the NiOverride.psc. Looked in the data tab in MO2. Apparently i have to use BSA to extract it from Racemenu? Edited July 17, 2025 by JessicaLuvx
traison Posted July 17, 2025 Posted July 17, 2025 (edited) 1 hour ago, JessicaLuvx said: You are a machine! Beep boop. 1 hour ago, JessicaLuvx said: So now i have to guess how to recompile the NiOverride.psc script... This should be the simplest of compiling jobs possible, considering NiOverride.psc has no external dependencies. You don't need to be able to compile SL to compile NiOverride for instance. The CK can do this OOTB. Check the menu bar at the top after starting it. Don't load any plugins. 1 hour ago, JessicaLuvx said: Apparently i have to use BSA to extract it from Racemenu? Quite likely. https://www.nexusmods.com/skyrimspecialedition/mods/1756 Edited July 17, 2025 by traison
JessicaLuvx Posted July 18, 2025 Author Posted July 18, 2025 All thanks to you @traison, I managed to get this done. I managed to recompile the script. It was a bit of a hassle figuring out file structures, and why the nioverride wasnt appearing in CK, but after the recompile the errors are not present in the logs. One thing changed - I get a warning message after starting a new game that says: Saved hair value was empty. Everything else seems fine. I know these are probably benign errors on which i may have spent too much time on. I know how to recompile a basic script now.
traison Posted July 18, 2025 Posted July 18, 2025 3 hours ago, JessicaLuvx said: Saved hair value was empty. Probably fastest way to find that one would be to use my Skyrim String Search utility as it could be coming from anywhere. My utility can search through everything from txt files to exe. I'll send a link to it if you want to play around with it. 3 hours ago, JessicaLuvx said: why the nioverride wasnt appearing in CK Everyone falls into that hole when starting Papyrus scripting. For posterity: There's 2 folders for script sources and scripts. Which one is being used is defined in CreationKit.ini; and if its not defined there, then it's using the new standard: Data\Source\Scripts.
JessicaLuvx Posted July 18, 2025 Author Posted July 18, 2025 (edited) So, I installed SexLab and SLAL, everything seems okay with them. However Papyrus started getting spammed with: [07/18/2025 - 10:17:04AM] Error: HasMagicEffectWithKeyword called with invalid Keyword stack: [ (00000014)].Actor.HasMagicEffectWithKeyword() - "<native>" Line ? [SexLabQuestFramework (0A000D62)].sslactorlibrary.CountCum() - "sslActorLibrary.psc" Line 178 [SexLabQuestFramework (0A000D62)].sexlabframework.CountCum() - "SexLabFramework.psc" Line 543 <unknown self>.condiexp_interface_sl.IsPlayerCumsoakedVagOrAnal() - "CondiExp_Interface_SL.psc" Line 15 [alias MrPlayer on quest CondiExp_StartMod (FE039D64)].condiexp_startmod.getDirtyStatus() - "CondiExp_StartMod.psc" Line 414 [alias MrPlayer on quest CondiExp_StartMod (FE039D64)].condiexp_startmod.OnUpdateExecute() - "CondiExp_StartMod.psc" Line 290 [alias MrPlayer on quest CondiExp_StartMod (FE039D64)].condiexp_startmod.OnUpdate() - "CondiExp_StartMod.psc" Line 255 I assume its because its expecting some kind of Cum overlays or Cumshot mods that register those keywords. I already installed SLACS and it didnt help much. Edit: Didnt SexLab have its own cum overlays? I think it did? Edited July 18, 2025 by JessicaLuvx
traison Posted July 18, 2025 Posted July 18, 2025 9 hours ago, JessicaLuvx said: Error: HasMagicEffectWithKeyword called with invalid Keyword Something has messed with sslactorlibrary or the quest it is attached to. If you installed P+, this is the kind of things it does. You need a P+ compatible variant of SLAL, or a patch of some kind. 9 hours ago, JessicaLuvx said: Didnt SexLab have its own cum overlays? I think it did? SL has cum overlays. They're not RM overlays, they use the same shaders as vanilla overlays do - like oakflesh.
JessicaLuvx Posted July 18, 2025 Author Posted July 18, 2025 (edited) I started seeing a pattern, which is after SexLab is initialized these errors HasMagicEffectWithKeyword called with invalid Keyword seem to stop. Please bear with me xD. Im figuring things out. Edit: Im using vanilla SexLab - SexLabFrameworkAE_v166b After every initialization however this gets logged: [07/18/2025 - 09:23:53PM] [sslConfigMenu <SexLabConfigurationMenu (0A079840)>] ERROR: Cannot use SetTextOptionValueST outside a valid option state [07/18/2025 - 09:23:53PM] [sslConfigMenu <SexLabConfigurationMenu (0A079840)>] ERROR: Cannot use SetOptionFlagsST outside a valid option state And two other things unrelated to SexLab, which seems notable: [07/18/2025 - 09:27:51PM] error: Native static function GetNumExtraFormsRace could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function GetNumExtraFormsNPC could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function GetNumExtraFormsActor could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function RemoveItemExtraFormByIndexRace could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function RemoveItemExtraFormByIndexNPC could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function RemoveItemExtraFormByIndexActor could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function RemoveItemExtraFormRace could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function RemoveItemExtraFormNPC could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function RemoveItemExtraFormActor could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function AddItemExtraFormRace could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function AddItemExtraFormNPC could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:51PM] error: Native static function AddItemExtraFormActor could find no matching static function on linked type IED. Function will not be bound. [07/18/2025 - 09:27:54PM] Error: (0007C073): cannot be put in a container. I get these every time i load and i think when i go near NPCs. Im using Mura Presets for IED. Unsure how important it is. And the other thing is: [07/18/2025 - 07:49:52PM] Error: Cannot call GetAnimationVariableBool() on a None object, aborting function call stack: [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.onBeginState() - "DualWieldParryingQuestScript.psc" Line 67 [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.GotoState() - "Form.psc" Line ? [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.activateMod() - "DualWieldParryingQuestScript.psc" Line 26 [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.OnInit() - "DualWieldParryingQuestScript.psc" Line 12 [07/18/2025 - 07:49:52PM] WARNING: Assigning None to a non-object variable named "::temp4" stack: [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.onBeginState() - "DualWieldParryingQuestScript.psc" Line 67 [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.GotoState() - "Form.psc" Line ? [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.activateMod() - "DualWieldParryingQuestScript.psc" Line 26 [DualWieldParryingQuest (3C000D62)].dualwieldparryingquestscript.OnInit() - "DualWieldParryingQuestScript.psc" Line 12 These appear once per save, as far as I can tell. Again, unsure if its even something serious. Edited July 18, 2025 by JessicaLuvx
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